The Fountain of Bethesda (Inactive)

Game Master TheBobJones

Dice Rolls | Portraits | Plans & Politics | Rivenrake Island | Tactical


401 to 450 of 1,965 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Our turn, I take it? Just waiting for Benaiah to respond about whether or not he wants an enlarge before I take my action.


Portraits | Tactical | Hollow Mountain

phone - sorry

Up next: Round 1: Benaiah, Arimar, Careador. Round 2: Malgrim

Combat Table:

Combat Table - Round 1
Active Conditions:
Global Conditions:

  • Malgrim <=
  • Sea Drake <=
  • Benaiah <=
  • Arimar <=
  • Careador <=

Current Conditions:

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

Sorry for the delayed reply!! ;) Absolutely I will take the enlarge!

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

Ok, got some time to type. Going on the assumption Arimar is casting enlarge person. Casting time is one round, but unlike bull's strength, it is a close range, not touch.

Benaiah almost giggles as Arimar begins to cast enlarge person on him.

"These bastards can fly too..." he shouts, moving up to the makeshift barrier that Malgrim has created.

This is not the first time they have used this tactic, and its usefulness against the mindless beasts they have fought cannot be understated.

Just a moment to get set, then I charge in...

In place behind the fragile sandstone wall, Benaiah pulls an extract from his bandolier and slurps it down. Suddenly his already mutated arms snap and pop, elongating to comic proportions.

move up to the wall, then drink long arm extract. Next round I'll get ready to burst through the wall either right before or right after I am enlarged.

This is one moment where the structure of turn based combat is a cinematic bummer. The image of Benaiah bursting through a thin wall, charging across the room and growing in size with every step as the enlarge spell takes hold, then slicing just as he reaches the drake...


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

I just know I posted... but it's gone. Not sure if I forgot to click 'submit' or if something more sinister happened.

Arimar steps a little to the side and calls out to Benaiah, "Don't go too fast, this spell takes a while to warm up..."

"Enlarge per..." Arimar begins on the slow, laborious spell.

Benaiah, delay so I can enlarge you first. I'll complete the spell and hit you with it next round. Better than bunching up... so keep in mind that there is a 35ft range.


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

Malgrim takes deep breaths allowing the rock leech into is veins and slaking the thirst he felt throughout the voyage. His skin turns ashen and hardens over and he becomes one with the cavern around him, drawing in the raw elemental energy that surrounds him.

Elemental Defenses: DR 2/Adamantite


Portraits | Tactical | Hollow Mountain

Up next: Round 1: Careador


Male LN Elf Expert (Scholar) 1; Blood Arcanist 4 | HP: 23/23 | AC: 11 (10 Tch, 11 Fl) | CMB: +1, CMD: 12 | F: +1, R: +2, W: +7 | Init: +1 | Perc: +3, SM: +7 | Speed 30ft | Arcane Resevoir: 7/7; Consume Spells: 3/3; Grave Touch: 7/7; Sorceror's Robe 3/3; Volatile Conduit 1/1 | Spells: 1st 5/5; 2nd 3/3 | Active conditions: None

Finally, maybe this snowball will be useful!

Caerador shifts to a position where, once the conjured wall crashes down, a icy, melon-sized ball will arc over the shoulder of the enlarged alchemist and smash into the flank of the drake.

"Archer's ready, Benaiah!!"

Though the codeword for Benaiah to know that the Arcanist is timing his spell to the Alchemist's charge has been uttered many times before, there is a rush of adrenaline in Caerador's shout.

Hold action until Benaiah breaks the wall and charges, then:

Snowball; Ranged Touch,Point Blank Range: 1d20 + 4 ⇒ (7) + 4 = 11
Damage; +1CL Arcanist Pool, Volatile Conduit: 5d6 + 1d4 ⇒ (3, 4, 5, 4, 2) + (4) = 22
Sorceror's Robe for Grave Touch
If struck, DC 15 Fortitude save or Staggered 1 round and Shaken 2 rounds


Portraits | Tactical | Hollow Mountain

Caerador Nice adding all the modifiers. Minor point, please put readied actions in a spoiler with the condition for it to occur. Like this.

Once the wall is down and Caerador has line of sight:
Cast snowball.
Attack vs Touch AC: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 5d6 + 1d4 ⇒ (4, 5, 3, 4, 2) + (1) = 19

While the Companions continue to cast and drink, the drake circles around the small cavern, passing by the earthen wall and sniffing before retreating towards the back of its lair. It stares malevolently at the entrance waiting for the intruders to enter its lair.

I assumed Benaiah delayed until Arimar finished casting so I switched the int order. Let me know if that is not what you wanted.

Up next: Round 2: Arimar, Benaiah, Caerador (holding). Round 3: Malgrim

Combat Table:

Combat Table - Round 2/3
Active Conditions: Malgrim DR 2/Adamantite
Global Conditions:

  • Malgrim <=
  • Sea Drake <=
  • Arimar <=
  • Benaiah <=
  • Caerador <=

Current Conditions:

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

Benaiah's arms dangle nearly to the floor, giving him the appearance of a demonic, violent ape. He tingles in anticipation, both of the high he gets when he allows the haze to overcome him, and simply the rush of battle.

Let me out child! Let me out of this cage! The voice inside his head screams in eager anticipation.

Delaying until Arimar finishes the spell


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

"...son!" Arimar finishes chanting at last. A bolt of arcane energy, or so he hopes it appears...

Knoweldge (arcana), DC 14: 1d20 + 9 ⇒ (13) + 9 = 22

... strikes Benaiah and causes him to grow to twice his height, width and depth... and eight times his mass!

"Don't bunch up!" Arimar cries, frustrated as his companions all pile in together around the wall. He decides to cast a water walking spell to allow the ranged companions to move back while still keeping the beast in their sights.

Arimar wades out into the water and prays,
"Commmunal Water Walk"

Instantly, he is popped up out of the waist-high shallows and touches his friends to complete the spell, making it Knoweldge (arcana), DC 14: 1d20 + 9 ⇒ (4) + 9 = 13 appear almost like an arcane spell, but anyone who knows enough will know that the only way to get folks to walk on water is through clerical means.

Can't get Benaiah in on this one. Looks like he won't need it, though.

If the water is over Arimar's head only 5-ft out from the shore...:
I'll need a concentration check.

Arimar concentration: 1d20 + 9 ⇒ (17) + 9 = 26


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

Malgrim waits patiently, watching as the familiar Enlargement of Benaiah overtakes the human. When it appears the spell has settled, he gives a negligent flick of his hand to shatter the barrier, then rushes through the opening he has made.

Attack: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26

Attack to destroy the barrier, then move.


Portraits | Tactical | Hollow Mountain

Point of clarification, since we do the group initiative order situation like this can be a bit confusing. Since Malgrim goes in Round 3, and Benaiah and Caerador are in Round 2, they can ready actions or do nothing until round 3. Regardless the wall does not fall until their Round 3 turn.

SRD wrote:

Readying an Action

You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.

Seeing his magics roll into Benaiah and the Hellknight whelp grow to a massive size Arimar once again calls upon the power of his evil mistress, disguising it as inane arcane power. The Companions find that they can now walk on the surface of the water increasing their ability to maneuver around the battlefield.

Malgrim destroys the earthen barrier that he has erected moments before rushing into the lair of the drake.

Up next: Round 2: Benaiah & Caerador Remember the wall is up on your turn

Combat Table:

Combat Table - Round 2
Active Conditions: Malgrim DR 2/Adamantite; Water Walk
Global Conditions:

  • Malgrim <=
  • Sea Drake <=
  • Benaiah <=
  • Arimar <=
  • Caerador <=

Current Conditions:

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

Unable to charge, first having to squeeze through the narrow opening with his larger size, Benaiah's initial progress towards the drake is painfully slow. Finally he gets his feet underneath him and his awkwardly long arms are free in the smallish cavern.

He lets out a grunt as he finally releases the haze in his blood, and he can feel the rush of adrenaline course through him, swelling his size and muscles even farther.

Free action, rage.

Without hesitation, he whips his arms around, trying to cut the drake from the sky.

Out of time this morning, I'll try to come back. I need to open hero lab to figure out the bonuses with everything active. Sorry for the delay!

Rolls:
1d20 ⇒ 17 and 2d6 ⇒ (6, 1) = 7


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

@GM: they could also delay, forever changing their place in the initiative order. When there is a single bad guy, this only really matters for things like buff durations. So, if they want to, the wall can come down first and they can still get a full round action in. Yeah?

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

OK, to hit bonus total is 15, damage bonus with power attack and two handed is 23. Sorry for the delay! I'm in an all day seminar today, posting will be sporadic.

-Posted with Wayfinder


Portraits | Tactical | Hollow Mountain
Arimar wrote:
@GM: they could also delay, forever changing their place in the initiative order. When there is a single bad guy, this only really matters for things like buff durations. So, if they want to, the wall can come down first and they can still get a full round action in. Yeah?

True.

SRD wrote:

Delay

By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.

You never get back the time you spend waiting to see what's going to happen. You also can't interrupt anyone else's action (as you can with a readied action).
Initiative Consequences of Delaying

Your initiative result becomes the count on which you took the delayed action. If you come to your next action and have not yet performed an action, you don't get to take a delayed action (though you can delay again).

If you take a delayed action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.


Portraits | Tactical | Hollow Mountain

@ Benaiah I need to know if you want to retcon your Round 2 to a Readied Action /Standard, or keep it as is and it would become a Delay/Full Round. I am assuming the latter.

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

yes, that was a delay until arimar finished the spell.

-Posted with Wayfinder


Male LN Elf Expert (Scholar) 1; Blood Arcanist 4 | HP: 23/23 | AC: 11 (10 Tch, 11 Fl) | CMB: +1, CMD: 12 | F: +1, R: +2, W: +7 | Init: +1 | Perc: +3, SM: +7 | Speed 30ft | Arcane Resevoir: 7/7; Consume Spells: 3/3; Grave Touch: 7/7; Sorceror's Robe 3/3; Volatile Conduit 1/1 | Spells: 1st 5/5; 2nd 3/3 | Active conditions: None

I will continue to delay until the wall drops. I am out of town today until very late so I will likely not be able to post again today.


Portraits | Tactical | Hollow Mountain

With you on Delay this will be your Round 3 action which will occur after Malgrim removes the wall

Benaiah the Heretic wrote:

Unable to charge, first having to squeeze through the narrow opening with his larger size, Benaiah's initial progress towards the drake is painfully slow. Finally he gets his feet underneath him and his awkwardly long arms are free in the smallish cavern.

He lets out a grunt as he finally releases the haze in his blood, and he can feel the rush of adrenaline course through him, swelling his size and muscles even farther.

Free action, rage.

Without hesitation, he whips his arms around, trying to cut the drake from the sky.

Out of time this morning, I'll try to come back. I need to open hero lab to figure out the bonuses with everything active. Sorry for the delay!

** spoiler omitted **


Portraits | Tactical | Hollow Mountain

With you on Delay this will be your Round 3 Action after Malgrim removes the wall

Caerador Grimualt wrote:

Finally, maybe this snowball will be useful!

Caerador shifts to a position where, once the conjured wall crashes down, a icy, melon-sized ball will arc over the shoulder of the enlarged alchemist and smash into the flank of the drake.

"Archer's ready, Benaiah!!"

Though the codeword for Benaiah to know that the Arcanist is timing his spell to the Alchemist's charge has been uttered many times before, there is a rush of adrenaline in Caerador's shout.

Hold action until Benaiah breaks the wall and charges, then:

[dice=Snowball; Ranged Touch,Point Blank Range]1d20 + 4
[dice=Damage; +1CL Arcanist Pool, Volatile Conduit]5d6 + 1d4
Sorceror's Robe for Grave Touch
If struck, DC 15 Fortitude save or Staggered 1 round and Shaken 2 rounds

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

I should be able to do it in round 2, just waiting until after arimar finishes the cast, which ends in round 2... unless I'm just not understanding something. I have to delay in order to get a full round, but should be able to come out of delay anytime...

-Posted with Wayfinder


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

@GM: I feel for you bud. Situations like this that take so many posts to resolve over PbP but less than 30 seconds on the tabletop... they're what really take the energy out of me.


Portraits | Tactical | Hollow Mountain
Benaiah the Heretic wrote:
I should be able to do it in round 2, just waiting until after arimar finishes the cast, which ends in round 2... unless I'm just not understanding something. I have to delay in order to get a full round, but should be able to come out of delay anytime...

Nope - Malgrim knocks down the wall in Round 3. You cannot enter the cavern because there is a wall. You have to wait until the wall is down, which Malgrim posted he will do, in Round 3. Your posted actions will be resolved in order in round 3 AFTER Malgrim knocks down the wall


Portraits | Tactical | Hollow Mountain
Arimar wrote:
@GM: I feel for you bud. Situations like this that take so many posts to resolve over PbP but less than 30 seconds on the tabletop... they're what really take the energy out of me.

Tru Dat. Phone - no Internet - makes it all the more fun. And when I say fun I mean not fun at all. :(

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

Aaaahhh... That was the detail I was missing. Sorry 'bout that! Round 3 it is...


Portraits | Tactical | Hollow Mountain

Recap:
So a quick Recap:
Round 1:
Malgrim - wall
Drakes flies around
Benaiah - mutagen (longarm)
Arimar - started to cast Enlarge Person
Caerador - delay

Round 2:
Malgrim - DR
Drake flies around (delays)
Benaiah - Delay
Arimar - finishes casting; cast Communal Water Walk
Caerador - Delay

Round 3:
Malgrim Breaks Wall
<Readied Action goes off>
Drake attacks - Ball Lightening Breath
Malgrim moves into room
Benaiah comes out of delay - Rage & Attack
Caerador comes out of delay - casts Snowball
Arimar - your turn

As the geokineticist destroys its own creations, the Drake lets out a bestial howl. Sucking air from all around it, it inhales filling it's chest to capacity. It opens its mouth wide and a ball of cackling lightning rolls towards the hobgoblin.

Electricity damage: 6d6 ⇒ (3, 4, 2, 6, 5, 4) = 24

Reflex Rolls:

Arimar Reflex: 1d20 + 4 ⇒ (11) + 4 = 15 -- Resist acid 5, cold 5, electricity 5
Benaiah Reflex: 1d20 + 4 ⇒ (6) + 4 = 10 -- +1 vs. divine spells, +2 vs. poison
Malgrim Reflex: 1d20 + 8 ⇒ (10) + 8 = 18 If there's a reflex save and I get between 12 and 15 I'll use an action point to add to it. DR/2.
CaeradorReflex: 1d20 + 2 ⇒ (18) + 2 = 20

The deft hobgoblin is able to turn at the last moment to avoid most of the damage. His hardened skin also serves to insulate him from the electricity.

The ball arcs to the next target, the overly large Chelixian. He can feel all his hairs stand on end as the ball of lightning strikes him solidly in the arm. It enters around his shoulder and travels down his arm only to speed out his hand before rocketing towards his comrade, Arimar.

The necromancer is unlucky to have the ball enter his chest and exit out his back, leaving a blackened patch on his left breast. Only his celestial blood dampens the full effects of the drake's breath weapon.

Finally the ball heads towards the morose elf. Used to dodging objects of all varieties thrown at him, he is able to ward off the brunt of the electrical effects before it peters out.

The Hellknight whelp, still sore from the ball of lightning, rushes into the room and swings his scythe at the flying drake.

Attack: 17 + 15 = 32
Damage: 23 + 7 = 30

His scythe digs a deep furrow into the Drake's side, splattering drake scales and blood droplets all over the chamber.

The arcanist follows up the Chelexian's charge by magically creating a ball of icy snow. His aim is off and the snowball impacts the cavern wall behind the combatants.

Up next: Round 3: Arimar; Round 4: Malgrim Note the new Int order

Combat Table:

Combat Table - Round 2
Active Conditions: Malgrim DR 2/Adamantite; Water Walk; Benaiah Longarm & Rage
Global Conditions:

  • Malgrim <=
  • Sea Drake <=
  • Benaiah <=
  • Caerador <=
  • Arimar<=

Current Conditions: Arimar -19 hp; Benaiah -24 hp; Malgrim -10 hp; Caerador -12 hp


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Sorry for reanimating and then beating the proverbial dead horse, but Benaiah and Caerador should have (and I'm assuming would have) come out of initiative order before the sea drake (ie. immediately after Malgrim dropped the wall and still in Round 3). They should still have actions after Malgrim, but before the sea drake, and in Round 4.

Also, if I'm permitted, I'd like to add 1d6 ⇒ 1 (edit: 1? d'oh) to my reflex save. Even without knowing the result, I'm pretty sure a 15 doesn't save vs breath weapons in a CR appropriate encounter.

With a smoking chest, Arimar considers his options, along with how quickly he might be able to retrieve Raim and Fido. "No, they are left to guard... I went so long in Absalom without them, I can do it now."

"Ray of sickening," Arimar chants, directing a bolt of putrid green filth straight for the creature who just electrified him.

Ranged touch attack: 1d20 + 4 ⇒ (6) + 4 = 10

If it hits, Fortitude save (DC 15) or be sickened.


Portraits | Tactical | Hollow Mountain

The arcane magics fail to penetrate the drakes hide miss and it gives the aasimar and evil glance before turning its attention to the large Chelaxian in front of him.

Up next: Round 4: Malgrim

Combat Table:

[ooc]Combat Table - Round 4
Active Conditions: Malgrim DR 2/Adamantite; Water Walk; Benaiah Longarm & Rage
Global Conditions:

  • Malgrim <=
  • Sea Drake <=
  • Benaiah <=
  • Caerador <=
  • Arimar<=

Current Conditions: Arimar -19 hp; Benaiah -24 hp; Malgrim -10 hp; Caerador -12 hp


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

Oops, dreaded, "I thought I posted, but didn't actually post"

Malgrim winces from the electricity, glaring at the flying beast as he strides forward, pressing his hand against the cavern wall and letting his fingers trail against the stone surface. As he walks, he lets the deep echo of the cavern resound within him, drawing in its strength, lighting his blood on fire with gravel and causing each step to resound with a explosion of dust. Then with a sudden shout he draws forth a missle of stone the size of his head, and hurls it at the annoying drake!

Attack, PBS, Elemental Overload: 1d20 + 8 + 1 + 1 ⇒ (17) + 8 + 1 + 1 = 27
Damage, PBS, Elemental Overload: 2d6 + 7 + 1 + 2 ⇒ (3, 3) + 7 + 1 + 2 = 16

Move, Attack, taking 4 NonLethal for 1 point of Burn


Portraits | Tactical | Hollow Mountain

Love that you are talking burn Malgrim!

The flying stone strikes the drake in the wing, causing it to flutter and drop in height. It lets out a howl of pain staring at the hobgoblin.

In the blink of an eye, it looks left and right, hoping to find an exit from these terrible people.

Seeing no possible way to escape, it turns its full attention to the overly-large human in front of it that had hurt it so badly with its metal weapon.

Opening it mouth wide, saliva drooling around the needle sharp fangs that line its mouth, it bites out at Benaiah

Bite Attack: 1d20 + 11 ⇒ (18) + 11 = 29
Bite Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Not content with chewing on the man, its tail come whipping around trying to knock him in the head.

Tail Slap: 1d20 + 6 ⇒ (5) + 6 = 11
Tail slap damage: 1d6 + 2 ⇒ (4) + 2 = 6

Luckily for the man, the tail is unable to penetrate his armored defenses.

Up next: Round 4: Benaiah, Caerador, Arimar; Round 5: Malgrim

Combat Table:

[ooc]Combat Table - Round 4
Active Conditions: Malgrim DR 2/Adamantite; Water Walk; Benaiah Longarm & Rage
Global Conditions:

  • Malgrim <=
  • Sea Drake <=
  • Benaiah <=
  • Caerador <=
  • Arimar<=

Current Conditions: Arimar -19 hp; Benaiah -32 hp; Malgrim -10 hp; Caerador -12 hp


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

"Just quickly, I'll see if it will surrender," shouts Arimar to his companions.

"الاستسلام، ونحن سوف يكون رحيما. نحن لا نسعى إلى الحرب، والمرور إلا من خلال هذا المكان ... ومأوى من العاصفة," Arimar's voice is more a series of drones and whistles than anything else. Despite this, it is only the humanoid approximation of draconic and not the true language. Still, if this creature was dragonkin, it would understand. Roughly translated, Arimar said: "Capitulate, and we will be merciful. We did not seek a fight, only passage through this place... and shelter from the storm."

Hoping that's a free action to say that and wait for a response, but if we need to wait for the dragon's next turn, we should ready actions... or my fellow PCs can disagree with me and go for the kill. A dragonkin zombie would be kinda cool.


Portraits | Tactical | Hollow Mountain

The sea drake peers towards the entrance to its cavern, looking for who speaks in its native tongue. Seeing the man walking on water, knowing this is unnatural, its animal instincts take over.

"البقاء الأسلحة." "Stay your weapons."

"قد تمر، ولكن إذا كنت كسر هذا التعهد، وأنا سوف يحرق لكم جميعا لهش." "You may pass, but if you break this pledge, I will burn you all to crisp."

The drake retreats to a far corner and begins to lick it's wounds.

Combat over. Heal up and let me know what you want to do.

Current Conditions: Arimar -19 hp; Benaiah -32 hp; Malgrim -10 hp; Caerador -12 hp


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

Malgrim lowers his empty hands palms up and nods to the retreating drake.

Not knowing (or particularly caring) if the drake can understand him, he addresses the wyrm. "I am glad that we were able to resolve this matter peacefully and I apologize for intruding into your territory."

[ooc]Maintain Elemental defense, Burn Nonlethal is in effect until I rest.

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

Kill it! End the pitiful creature and affirm your strength! The voice inside Benaiah's head implores him.

"grrrnnnnnNO!" he shouts back in defiance. The intoxicating rush of the haze that cloud his mind fades almost instantly, bringing him to his knees with exhaustion.

"I'm OK! I'm fine..." he says between gulps of air. In a few seconds, his disposition matches his claim, other than the large scorch marks on his arms, neck and face.

in an effort to conserve time on all these minute per level buffs, we can probably hit a charge or two from the infernal wand and top off with the clw wand. Not in a position to do the math right now, can check later.

-Posted with Wayfinder


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

"You are in no position to make threats, weakling," Arimar hisses, and so the dragon is sure to understand, he adds it in draconic, too, "كنت في موقف لا يسمح لجعل التهديدات، طرطور."

Arimar CLW #1: 1d8 + 1 ⇒ (1) + 1 = 2
Arimar CLW #2: 1d8 + 1 ⇒ (1) + 1 = 2
Arimar CLW #3: 1d8 + 1 ⇒ (8) + 1 = 9
Arimar CLW #4: 1d8 + 1 ⇒ (4) + 1 = 5 -- 18 total. That'll have to do. Blerg to my rolls.

Please just roll your own CLWs from my wand (or your own if you have it).

"Lead the way when you are ready, Benaiah..."


Portraits | Tactical | Hollow Mountain

Current Conditions: Benaiah -32 hp; Malgrim -10 hp (4 NL); Caerador -12 hp

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

one charge of infernal healing first...

clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (2) + 1 = 3

brings me to 49/50, close enough.

Once the healing has closed the big man's wounds, he grunts, indicating he is ready.

-Posted with Wayfinder


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

I'll take a single charge of infernal healing if someone can use the wand on me

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

As he waits for the rest of his crew to be ready, Benaiah takes a moment to swallow his shield extract.

Might as well be ready for anything...

Caerador can just use the infernal wand on himself as well, and he'll only be down two. Good enough for now so we can keep moving.

While it is invaluable in a fight, Benaiah's large size appears to be a detriment at the moment. He peers down the corridor now that the drake is willing to stay out of their way, and doesn't like the prospects of fitting through it, comfortably.

"I guess I'd better just get to the other side as quick as I can. You boys might have some trouble squeezing in next to me though."

With a sigh of resignation, Benaiah lowers a shoulder and begins pushing into the narrow cavern, plate armor screeching and groaning on the rocks the whole way.


Portraits | Tactical | Hollow Mountain

The conflict with the drake over, the Companions pull out various curative wands and begin to heal from their short, but brutal fight. The drake gives them a sullen look and flies out of the cavern entrance, circles high around Mistress Lanvi, her handmaiden, and Arimar's undead minions before flying into the storm. Lightening cracks briefly, hyper-illuminating the harbor before a loud peal of thunder shakes the rocks they stand on.

Mistress Lanvi give the companions a glare as if to say Really?

Pressing on before the magical enhancements can run out, Benaiah forgoes stealth for speed, caution for immediacy, and begins to scrape himself down the cavern hallways. The loud screech can be heard loudly and clearly if this was an inhabited cavern.

Luckily for the man, he springs no traps, and encounters no obstacles. He emerges into an hourglass shaped chamber devoid of any immediate threats. The path continues to the south terminating at a beachhead where the companions can still see the storm raging. There is another passage way to the east before the chamber reaches its midpoint. Various small wildlife scurry about the cavern floor and walls, and the companions spy the remnants of human activity. Nothing seems valuable or important until Caerador looks for magical enhancements by casting Detect Magic.

What seems like an ordinary discarded feather glows with a soft light. Briefly examining the feather, he can tell that is actually a Swan Boat Feather Token.

Benaiah can tell that many of the discarded items seem to be left by the easternmost passage.

Current Conditions: Benaiah -2 hp; Malgrim (4 NL); Caerador -2 hp


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

At the sea drake cavern
Malgrim requests the use of a Wand of Infernal Healing charge. He grimaces as the unholy energy runs through his body healing damage wrought by the drake's breath, though giving little heed to the moral quandry of using patently evil sources of healing.

"That could have been much worse, though we should prepare for whatever lies ahead."

Venturing on
Malgrim cautiously ventures towards the eastern passage, eyes alert for traps or treachery. Stealth seems to be a moot point given the overly Enlarged Benaiah.

He looks to his companions and whispers quietly "Beware. It is unlikely that such objects came here naturally; be ready for pilfering inhabitants..."

Vote to explore 3


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

That has my vote also. Removed the spoiler for #3.

"Well found, Caerador," Arimar nods appreciatively at the feather token, "That should actually come in handy in our current predicament... if anything unforeseen happens, of course."

The necromancer then inspects the objects more closely and turns to the eastern cavern. "Think you can squeeze through there, Benaiah?"


Portraits | Tactical | Hollow Mountain

As the Companions walk into the next chamber there is a shallow pool of water in the middle of the cavern surrounded by small piles of bones. The small of rancid meat and excrement permeates the air. A handful of small stalagmites reach from the ceiling over the pool, slowly dripping water. The rhythmic "Plink, plink." seems soothing to the companions.

As they approach the pool, and peer into its depths, Malgrim notices that there seems to be orb shaped floating objects in there. Kneeling down and studying the slowly pivoting orbs, one begins to spin towards them so that they can clearly discern features on the orb. They see what used to be a nose, now just a odd lump of decayed flesh. They see what used to be a pair of eyes, now just two gouged out, hollow depths. They see what used to be a mouth, now an open expanse frozen in a silent scream. As the head rolls to face them, all the other orbs shift quickly so that they are now all facing the Companions.

GM Rolls:

Arimar Perception: 1d20 + 11 ⇒ (13) + 11 = 24 -- Darkvision
Benaiah Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Malgrim Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Caerador Perception: 1d20 + 3 ⇒ (14) + 3 = 17

Arimar Kn (Religion): 1d20 + 10 ⇒ (3) + 10 = 13
Caerador Kn (Religion): 1d20 + 12 ⇒ (11) + 12 = 23

If you don't understand what is hapening:

Initiative Rolls:

Arimar Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Benaiah Initiative: 1d20 + 0 ⇒ (15) + 0 = 15
Malgrim Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Caerador Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Haunt Initiative: 10 = 10

Though all are prepared for trouble, Arimar is the only companion that has the where-with-all to act.

Up next: Surprise Round: Arimar

Combat Table:

[ooc]Combat Table - Round Surprise Round
Active Conditions: Malgrim DR 2/Adamantite; Water Walk; Benaiah Longarm & Rage
Global Conditions:

  • Malgrim <=
  • Arimar <=
  • Benaiah <=
  • Haunt <=
  • Benaiah <=

Current Conditions: Arimar -19 hp; Benaiah -32 hp; Malgrim -10 hp (4 NL); Caerador -12 hp

Monster Lore, Caerador only:
Susceptible to fire.


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Man, what were the chances that the (1 New) x was just for me? Sorry for the delay, I usually like to get on top of combat posts quicker than this.

Quick as a flash, Arimar's wand of cure light wounds is in his hand, sprung forth from his handy wrist-sheath. He quickly chants out command words, not bothering to disguise it as arcane - after all, wizards can use magical devices also - and presses down upon the pool's surface.

Touch attack: 1d20 + 1 ⇒ (19) + 1 = 20
Positive energy damage: 1d8 + 1 ⇒ (5) + 1 = 6

"Not sure if that will work, but if any of you can deal positive energy damage..." Arimar begins, "Now would be the time to do so!"

Just a note on your combat table, GM, that Arimar is only on -1 hp. I think the others are healed up more than that also.


Portraits | Tactical | Hollow Mountain

Arimar, student of the undead, is quick to realize what is happening and knows how to effectively deal with these threats. The positive energy emanated by the wand does indeed harm the haunt, but not enough to fully disable it before it fully manifests.

Malgrim the Trapfinder, first into the room and first to look upon the horrors under the water, tries to resist the supernatural pull.
Malgrim Will: 1d20 + 1 ⇒ (15) + 1 = 16

Not far behind, the large man Benaiah also states into the pool's depths.
Benaiah Will: 1d20 + 3 ⇒ (14) + 3 = 17 -- +1 vs. divine spells, +2 vs. poison

Malgrim sees the pool begin to swirl in a clockwise direction, accelerating as he stares at it. The pattern takes on a hypnotic pattern and he slowly begins to loose his ability to formulate coherent thoughts. He sees the cadaverous skulls float lazily through the pool. He looks to Benaiah and thinks how dismissive the man has been to him. Always overbearing and brutish. And Arimar, the condescension, the temper getting them into one mess after another. And Caerador. Who knew what the brooding elf thought.

And all that business with One-Footed Dave. They just watched him for days before finally saying something. Friends. More like acquaintances, no more like enemies

Malgrim is now dominated as per the spell Dominate Person. He is instructed to kill all humanoids he can find.

Up next: Round 1: Malgrim (Dominated)

Combat Table:

Combat Table - Round 1
Active Conditions: Malgrim DR 2/Adamantite & Dominated as per spell; Water Walk; Benaiah Longarm & Rage
Global Conditions:

  • Malgrim <=
  • Arimar <=
  • Benaiah <=
  • Haunt <=
  • Benaiah <=

Current Conditions: Benaiah -2 hp; Malgrim (4 NL); Caerador -2 hp


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

A +1 will save? Oh dear!


Portraits | Tactical | Hollow Mountain
Arimar wrote:
A +1 will save? Oh dear!

Lolz. Honestly, after I built this encounter and prepared my rolls, and I looked at your will saves, I was like 'Oh boy.' But you are a resourceful lot.


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

A cloak of resistance may be in order...

1/A, 2/B, 3/C: 1d3 ⇒ 2

The strangely hypnotic pool pulls at Malgrim, muddling his thoughts. He gives a quiet whisper of, "No, this is wrong..." before succumbing to their sway.

With a fierce snarl, he clutches down to the ground, taking in more of the burning gravel into his veins, before swinging up a piercing glade of sharpened rock at his former companion, shouting "You leave me no choice! You have brought this upon us with your hedonism!"

Attack, Elemental Overload (2) @Benaiah: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Damage: 2d6 + 7 + 4 ⇒ (3, 6) + 7 + 4 = 20 If hit

A small detached portion of his mind can only bear witness to his actions and sigh. Water. It had to be water. After this trip, I think I would prefer dying of thirst in the desert.

401 to 450 of 1,965 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Whims of the Collector All Messageboards

Want to post a reply? Sign in.